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Thread Statistics | Show CCP posts - 5 post(s) |

Korinn
The Illuminati. Pandemic Legion
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Posted - 2009.09.16 01:09:00 -
[1]
Make moros drone bonus apply only in siege, but make siege double drone control range and sentry optimal range.
Bouncers to 120km? Yes please.
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Korinn
The Illuminati. Pandemic Legion
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Posted - 2009.09.16 01:14:00 -
[2]
Originally by: DigitalCommunist
Originally by: Weaselior no, it's the worst dread by far, which was only made up for by having another use; if you take that use away that is papering over the bad decisions you made before then you need to correct those bad decisions
Well, I don't agree on the principle that it does direct damage at long range. Dread fights have only gotten bigger, and will only continue to get bigger. Moros is competitive for the same reason that a Megathron is competitive in fleet battles and a Raven or Typhoon are not.
They pimped the Naglrofl quite well recently, but its still Revelation > Moros >>>> everything else if you get into a big brawl. Maybe at pure POS siege where you don't get jumped does overall DPS mean anything.
You realise the naglrofl with its 2 guns does the same dps as a moros at 200km with 3, right?
And at under 60km it does exactly the same damage as a rev but double the alpha, right, while not using any cap and having a 13kdps tank?
Yeah naglfar is what we should be BOOSTING the moros to, not the other way round.
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Korinn
The Illuminati. Pandemic Legion
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Posted - 2009.09.16 01:32:00 -
[3]
Actually I'm quite happy about the rest of the changes although I do see some of them problematic with implementation, but thats something CCP has to work on not myself. The moros nerf just seems a little out of the blue when I've not really seen anyone complain about it at all since I started playing. I mean, it makes sense in the context of the ship, kinda, but I can bet a deciding factor of which race dread to train for was decided for a lot of people by that base drone bonus. It allows a capital fleet to work with some degree of subcap protection of its own (e.g. You get jumped by subcaps, entire fleet drops out of siege, aligns out and moroses attempt to **** tacklers with drones). I can see why CCP might not want that because "capitals should always be deployed with support" but its pretty gay to just completely remove one aspect of its' use without making up for it in any other way, especially on one of the weaker dreads.
I can tell you for a fact no-one trained for a moros because of siege rails or blasters (thats another thing that needs work, heh)
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Korinn
The Illuminati. Pandemic Legion
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Posted - 2009.09.16 02:40:00 -
[4]
Edited by: Korinn on 16/09/2009 02:40:52 Also add a subcapital ship which can field fighter bombers, but has horrible EHP and is only useful for dealing sick dps to capitals 
(but getting ****d at the same time, glass cannon style)
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Korinn
The Illuminati. Pandemic Legion
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Posted - 2009.09.16 13:53:00 -
[5]
The fact people see the phoenix as a weak dread is pretty funny, given it does almost-close-range-moros dps at 150km (200 with rigs) with a 37 second flight time, and almost identical DPS to the other dreads at point blank.
All you need is to have phoenix' fire on their own target or just on secondary, 10 phoenix can pretty easily kill a sieged dread in maybe 1.5 - 3 minutes on their own.
Literally the only downside is shooting unsieged capitals, but against a hostile dread fleet they're arguably the best dread, especially when you consider the burst tank achievable with a full gank fit.
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Korinn
The Illuminati. Pandemic Legion
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Posted - 2009.09.16 18:38:00 -
[6]
Originally by: Ranger 1
The broad strokes:
Have the new Super Weapon tied directly to the Titans cap to determine damage and ROF.
The details:
The Super Weapon can not be fired unless the Titan attains a very high amount of cap. The Super Weapon always drains the Titans cap completely. The Super Weapon can do extra damage if the cap level is higher than the minimum amount needed to fire the weapon. In other words, the Super Weapon by design channels all avaliable cap into the blast.
This is a really bad idea purely because it would allow cap transferred titans / dumb full recharge fits that gain you full cap in under 10 seconds to kill 6 caps per minute (assuming you can lock them fast enough) - it's cool having its determined ROF linked to how much cap you can give it (so having more ships cap transferring it causes more damage - reminds me of the gorg siege laser in nexus! ), BUT, it needs to have an inbuilt limit to its' ROF so things don't get stupid.
Say... under normal circumstances 1 shot every 10 minutes based on each titans' default cap recharge with max skills, 1 shot every 5 minutes with a couple of cap rechargers and then a MAXIMUM of 1 shot every 2 minutes given the titan has enough cap to fire that fast (transfers).
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